Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "audio_pch.h"
//#include "matchmaking/IMatchFramework.h"
#include "tier2/tier2.h"
#include "audio/public/voice.h"
#if !defined( DEDICATED ) && ( defined( OSX ) || defined( _WIN32 ) ) && !defined( NO_STEAM )
#include "cl_steamauth.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CEngineVoiceStub *Audio_GetEngineVoiceStub()
{
static CEngineVoiceStub s_EngineVoiceStub;
return &s_EngineVoiceStub;
}
#if !defined( DEDICATED ) && ( defined( OSX ) || defined( _WIN32 ) ) && !defined( NO_STEAM )
class CEngineVoiceSteam : public IEngineVoice
{
public:
CEngineVoiceSteam();
public:
virtual bool IsHeadsetPresent( int iController );
virtual bool IsLocalPlayerTalking( int iController );
virtual void AddPlayerToVoiceList( XUID xPlayer, int iController );
virtual void RemovePlayerFromVoiceList( XUID xPlayer, int iController );
virtual void GetRemoteTalkers( int *pNumTalkers, XUID *pRemoteTalkers );
virtual bool VoiceUpdateData( int iController );
virtual void GetVoiceData( int iController, const byte **ppvVoiceDataBuffer, unsigned int *pnumVoiceDataBytes );
virtual void VoiceResetLocalData( int iController );
virtual void SetPlaybackPriority( XUID remoteTalker, int iController, int iAllowPlayback );
virtual void PlayIncomingVoiceData( XUID xuid, const byte *pbData, unsigned int dwDataSize, const bool *bAudiblePlayers = NULL );
virtual void RemoveAllTalkers();
protected:
void AudioInitializationUpdate();
public:
bool m_bLocalVoice[ XUSER_MAX_COUNT ];
CUtlVector< XUID > m_arrRemoteVoice;
bool m_bInitializedAudio;
byte m_pbVoiceData[ 1024 * XUSER_MAX_COUNT ];
};
CEngineVoiceSteam::CEngineVoiceSteam()
{
memset( m_bLocalVoice, 0, sizeof( m_bLocalVoice ) );
memset( m_pbVoiceData, 0, sizeof( m_pbVoiceData ) );
m_bInitializedAudio = false;
}
bool CEngineVoiceSteam::IsHeadsetPresent( int iController )
{
return false;
}
bool CEngineVoiceSteam::IsLocalPlayerTalking( int iController )
{
uint32 nBytes = 0;
EVoiceResult res = Steam3Client().SteamUser()->GetAvailableVoice( &nBytes, NULL, 0 );
switch ( res )
{
case k_EVoiceResultOK:
case k_EVoiceResultNoData:
case k_EVoiceResultBufferTooSmall:
return true;
default:
return false;
}
}
void CEngineVoiceSteam::AddPlayerToVoiceList( XUID xPlayer, int iController )
{
if ( !xPlayer && iController >= 0 && iController < XUSER_MAX_COUNT )
{
// Add local player
m_bLocalVoice[ iController ] = true;
AudioInitializationUpdate();
}
if ( xPlayer )
{
if ( m_arrRemoteVoice.Find( xPlayer ) == m_arrRemoteVoice.InvalidIndex() )
{
m_arrRemoteVoice.AddToTail( xPlayer );
AudioInitializationUpdate();
}
}
}
void CEngineVoiceSteam::RemovePlayerFromVoiceList( XUID xPlayer, int iController )
{
if ( !xPlayer && iController >= 0 && iController < XUSER_MAX_COUNT )
{
// Remove local player
m_bLocalVoice[ iController ] = false;
AudioInitializationUpdate();
}
if ( xPlayer )
{
int idx = m_arrRemoteVoice.Find( xPlayer );
if ( idx != m_arrRemoteVoice.InvalidIndex() )
{
m_arrRemoteVoice.FastRemove( idx );
AudioInitializationUpdate();
}
}
}
void CEngineVoiceSteam::GetRemoteTalkers( int *pNumTalkers, XUID *pRemoteTalkers )
{
if ( pNumTalkers )
*pNumTalkers = m_arrRemoteVoice.Count();
if ( pRemoteTalkers )
{
for ( int k = 0; k < m_arrRemoteVoice.Count(); ++ k )
pRemoteTalkers[k] = m_arrRemoteVoice[k];
}
}
bool CEngineVoiceSteam::VoiceUpdateData( int iController )
{
uint32 nBytes = 0;
EVoiceResult res = Steam3Client().SteamUser()->GetAvailableVoice( &nBytes, NULL, 0 );
switch ( res )
{
case k_EVoiceResultOK:
// case k_EVoiceResultNoData: - no data means false
case k_EVoiceResultBufferTooSmall:
return true;
default:
return false;
}
}
void CEngineVoiceSteam::GetVoiceData( int iController, const byte **ppvVoiceDataBuffer, unsigned int *pnumVoiceDataBytes )
{
const int size = ARRAYSIZE( m_pbVoiceData ) / XUSER_MAX_COUNT;
byte *pbVoiceData = m_pbVoiceData + iController * ARRAYSIZE( m_pbVoiceData ) / XUSER_MAX_COUNT;
*ppvVoiceDataBuffer = pbVoiceData;
EVoiceResult res = Steam3Client().SteamUser()->GetVoice( true, pbVoiceData, size, pnumVoiceDataBytes, false, NULL, 0, NULL, 0 );
switch ( res )
{
case k_EVoiceResultNoData:
case k_EVoiceResultOK:
return;
default:
*pnumVoiceDataBytes = 0;
*ppvVoiceDataBuffer = NULL;
return;
}
}
void CEngineVoiceSteam::VoiceResetLocalData( int iController )
{
const int size = ARRAYSIZE( m_pbVoiceData ) / XUSER_MAX_COUNT;
byte *pbVoiceData = m_pbVoiceData + iController * ARRAYSIZE( m_pbVoiceData ) / XUSER_MAX_COUNT;
memset( pbVoiceData, 0, size );
}
void CEngineVoiceSteam::SetPlaybackPriority( XUID remoteTalker, int iController, int iAllowPlayback )
{
;
}
void CEngineVoiceSteam::PlayIncomingVoiceData( XUID xuid, const byte *pbData, unsigned int dwDataSize, const bool *bAudiblePlayers /* = NULL */ )
{
for ( DWORD dwSlot = 0; dwSlot < XBX_GetNumGameUsers(); ++ dwSlot )
{
IPlayerLocal *pPlayer = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( dwSlot );
if ( pPlayer && pPlayer->GetXUID() == xuid )
//Hack: Don't play stuff that comes from ourselves.
return;
}
// Make sure voice playback is allowed for the specified user
if ( !g_pMatchFramework->GetMatchSystem()->GetMatchVoice()->CanPlaybackTalker( xuid ) )
return;
// Uncompress the voice data
char pbUncompressedVoice[ 11025 * 2 ];
uint32 numUncompressedBytes;
EVoiceResult res = Steam3Client().SteamUser()->DecompressVoice( const_cast< byte * >( pbData ), dwDataSize,
pbUncompressedVoice, sizeof( pbUncompressedVoice ), &numUncompressedBytes, 0 );
if ( res != k_EVoiceResultOK )
return;
// Voice channel index
int idxVoiceChan = 0;
int idxRemoteTalker = m_arrRemoteVoice.Find( xuid );
if ( idxRemoteTalker != m_arrRemoteVoice.InvalidIndex() )
idxVoiceChan = idxRemoteTalker;
int nChannel = Voice_GetChannel( idxVoiceChan );
if ( nChannel == VOICE_CHANNEL_ERROR )
{
// Create a channel in the voice engine and a channel in the sound engine for this guy.
nChannel = Voice_AssignChannel( idxVoiceChan, false, 0.0f );
}
// Give the voice engine the data (it in turn gives it to the mixer for the sound engine).
if ( nChannel != VOICE_CHANNEL_ERROR )
{
Voice_AddIncomingData( nChannel, pbUncompressedVoice, numUncompressedBytes, 0, false );
}
}
void CEngineVoiceSteam::RemoveAllTalkers()
{
memset( m_bLocalVoice, 0, sizeof( m_bLocalVoice ) );
m_arrRemoteVoice.RemoveAll();
AudioInitializationUpdate();
}
void CEngineVoiceSteam::AudioInitializationUpdate()
{
bool bHasTalkers = ( m_arrRemoteVoice.Count() > 0 );
for ( int k = 0; k < ARRAYSIZE( m_bLocalVoice ); ++ k )
{
if ( m_bLocalVoice[k] )
{
bHasTalkers = true;
break;
}
}
// Initialized already
if ( bHasTalkers == m_bInitializedAudio )
return;
// Clear out voice buffers
memset( m_pbVoiceData, 0, sizeof( m_pbVoiceData ) );
// Init or deinit voice system
if ( bHasTalkers )
{
Voice_ForceInit();
}
else
{
Voice_Deinit();
}
m_bInitializedAudio = bHasTalkers;
}
IEngineVoice *Audio_GetEngineVoiceSteam()
{
static CEngineVoiceSteam s_EngineVoiceSteam;
return &s_EngineVoiceSteam;
}
#else
IEngineVoice *Audio_GetEngineVoiceSteam()
{
return Audio_GetEngineVoiceStub();
}
#endif